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Using frustration in the design of adaptive videogames
2 references·16 citing·42 second hop
Using frustration in the design of adaptive videogames (2004)Using frustration in the design of adapti…Affective Computing (1997)Affective ComputingThe Interaction of Cognitive and Physiological Determinants of Emotional State (1964)The Interaction of Cognitive …Understanding Tilt in Esports: A Study on Young League of Legends Players (2021)Understanding Tilt in Esports…Research trends on distance learning: a text mining-based literature review from 2008 to 2018 (2020)Research trends on distance l…"Let's Get Physiological, Physiological!" (2020)"Let's Get Physiological, Phy…Adaptation in Affective Video Games: A Literature Review (2016)Adaptation in Affective Video…Academic methods for usability evaluation of serious games: a systematic review (2016)Academic methods for usabilit…Usability Testing for Serious Games: Making Informed Design Decisions with User Data (2012)Usability Testing for Serious…Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation (2012)Capturing user engagement via…Biofeedback game design (2011)Biofeedback game designA review of the use of psychophysiological methods in game research (2011)A review of the use of psycho…Methods for Evaluating Gameplay Experience in a Serious Gaming Context. (2010)Methods for Evaluating Gamepl…Emotions in Serious Games: From Experience to Assessment (2010)Emotions in Serious Games: Fr…Affective game engines (2009)Affective game enginesAFFECTIVE COMPUTING FOR GAME DESIGN (2008)AFFECTIVE COMPUTING FOR GAME …Characterising and measuring user experiences in digital games (2007)Characterising and measuring …"It is always a lot of fun!" (2007)"It is always a lot of fun!"Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (2005)Affective Videogames and Mode…A circumplex model of affect. (1980)What Video Games Have to Teach Us about Learning and Literacy (2004)Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010)Immersion in Digital Games: Review of Gaming Experience Research (2014)A THEORY OF HUMAN MOTIVATION (2017)Mood and learning in navigation-based serious games (2017)The Principles of Psychology (1891)Bodily Changes in Pain, Hunger, Fear, and Rage. (1917)Cognitive, social, and physiological determinants of emotional state. (1962)Self-Perception Theory (1972)Studies on anger and aggression: Implications for theories of emotion. (1983)Distress and Empathy: Two Qualitatively Distinct Vicarious Emotions with Different Motivational Consequences (1987)The Cognitive Structure of Emotions (1988)A Survey of Affect Recognition Methods: Audio, Visual, and Spontaneous Expressions (2008)Generic Physiological Features as Predictors of Player Experience (2011)Emotion And Adaptation (1991)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Psychophysiological measures of human cognitive states applied in human computer interaction (2011)A Review on Human–Machine Trust Evaluation: Human-Centric and Machine-Centric Perspectives (2022)A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007)Fundamentals of physiological computing (2008)Playability: analysing user experience in video games (2012)Integrating Biosignals into Information Systems: A NeuroIS Tool for Improving Emotion Regulation (2013)Ubiquitous Biofeedback Serious Game for Stress Management (2016)Flow: the psychology of optimal experience (1990)A grounded investigation of game immersion (2004)GameFlow (2005)People, places, and play (2008)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting (2008)A Theory of Fun for Game Design (2004)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Promoting Sex Education Among Teenagers Through an Interactive Game: Reasons for Success and Implications (2015)Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game (2018)Biocybernetic system evaluates indices of operator engagement in automated task (1995)Hamlet on the Holodeck (1997)Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Beyond boredom and anxiety (1975)Presence, Involvement, and Flow in Digital Games (2009)Machines and Mindlessness: Social Responses to Computers (2000)IEMOCAP: interactive emotional dyadic motion capture database (2008)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)
this work references cited by second hop

References

  • 1997Affective Computing7,373 cited
  • 1964The Interaction of Cognitive and Physiological Determinants of Emotional State1,187 cited

Cited by

  • 2011A review of the use of psychophysiological methods in game research288 cited
  • 2005Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me260 cited
  • 2011Biofeedback game design256 cited
  • 2007"It is always a lot of fun!"242 cited
  • 2007Characterising and measuring user experiences in digital games233 cited
  • 2010Methods for Evaluating Gameplay Experience in a Serious Gaming Context.140 cited
  • 2012Usability Testing for Serious Games: Making Informed Design Decisions with User Data115 cited
  • 2009Affective game engines100 cited
  • 2016Academic methods for usability evaluation of serious games: a systematic review83 cited
  • 2008AFFECTIVE COMPUTING FOR GAME DESIGN83 cited
  • 2016Adaptation in Affective Video Games: A Literature Review80 cited
  • 2020"Let's Get Physiological, Physiological!"70 cited
  • 2012Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation60 cited

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  • 2020Research trends on distance learning: a text mining-based literature review from 2008 to 201860 cited
  • 2010Emotions in Serious Games: From Experience to Assessment59 cited
  • 2021Understanding Tilt in Esports: A Study on Young League of Legends Players53 cited